SelectionBox API 案例使用
这个函数创建了一个 3D 场景,包括一个相机、光源、多个立方体以及一个 WebGL 渲染器,并在页面上渲染这个场景
js
function init() {
// 创建一个容器 div 元素并将其添加到页面的 body 中
container = document.createElement('div');
document.body.appendChild(container);
// 创建透视相机,并设置位置
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 0.1, 500);
camera.position.z = 50;
// 创建场景,并设置背景颜色
scene = new THREE.Scene();
scene.background = new THREE.Color(0xf0f0f0);
// 添加环境光
scene.add(new THREE.AmbientLight(0xaaaaaa));
// 创建聚光灯,并设置位置、角度和阴影属性
const light = new THREE.SpotLight(0xffffff, 10000);
light.position.set(0, 25, 50);
light.angle = Math.PI / 5;
light.castShadow = true;
light.shadow.camera.near = 10;
light.shadow.camera.far = 100;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
scene.add(light);
// 创建立方体几何体
const geometry = new THREE.BoxGeometry();
// 创建 200 个立方体对象,并设置其位置、旋转、缩放以及阴影属性,并将其添加到场景中
for (let i = 0; i < 200; i++) {
const object = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({ color: Math.random() * 0xffffff }));
object.position.x = Math.random() * 80 - 40;
object.position.y = Math.random() * 45 - 25;
object.position.z = Math.random() * 45 - 25;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
object.scale.x = Math.random() * 2 + 1;
object.scale.y = Math.random() * 2 + 1;
object.scale.z = Math.random() * 2 + 1;
object.castShadow = true;
object.receiveShadow = true;
scene.add(object);
}
// 创建 WebGL 渲染器,并设置像素比例、大小和阴影属性
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;
// 将渲染器的 DOM 元素添加到容器中
container.appendChild(renderer.domElement);
// 创建性能监视器,并将其 DOM 元素添加到容器中
stats = new Stats();
container.appendChild(stats.dom);
// 监听窗口大小变化事件,并调用 onWindowResize 函数
window.addEventListener('resize', onWindowResize);
}
当窗口大小改变时调整相机的纵横比和渲染器的大小
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// 当窗口大小改变时调整相机的纵横比和渲染器的大小
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// 动画函数,用于更新场景并渲染帧
js
function animate() {
requestAnimationFrame(animate);
render();
stats.update(); // 更新性能监视器
}
// 渲染函数,用于渲染场景
js
function render() {
renderer.render(scene, camera);
}
// 创建一个选择框对象和一个选择辅助器对象
js
const selectionBox = new SelectionBox(camera, scene);
const helper = new SelectionHelper(renderer, 'selectBox');
// 监听鼠标按下事件
js
document.addEventListener('pointerdown', function(event) {
// 将所有被选择的物体的发光效果重置为黑色
for (const item of selectionBox.collection) {
item.material.emissive.set(0x000000);
}
// 设置选择框的起始点坐标
selectionBox.startPoint.set(
(event.clientX / window.innerWidth) * 2 - 1,
-(event.clientY / window.innerHeight) * 2 + 1,
0.5
);
});
// 监听鼠标移动事件
js
document.addEventListener('pointermove', function(event) {
// 如果选择辅助器处于按下状态
if (helper.isDown) {
// 将所有被选择的物体的发光效果重置为黑色
for (let i = 0; i < selectionBox.collection.length; i++) {
selectionBox.collection[i].material.emissive.set(0x000000);
}
// 设置选择框的结束点坐标
selectionBox.endPoint.set(
(event.clientX / window.innerWidth) * 2 - 1,
-(event.clientY / window.innerHeight) * 2 + 1,
0.5
);
// 执行选择框的选择操作,并获取所有被选择的物体
const allSelected = selectionBox.select();
// 将所有被选择的物体的发光效果设置为白色
for (let i = 0; i < allSelected.length; i++) {
allSelected[i].material.emissive.set(0xffffff);
}
}
});
// 监听鼠标松开事件
js
document.addEventListener('pointerup', function(event) {
// 设置选择框的结束点坐标
selectionBox.endPoint.set(
(event.clientX / window.innerWidth) * 2 - 1,
-(event.clientY / window.innerHeight) * 2 + 1,
0.5
);
// 执行选择框的选择操作,并获取所有被选择的物体
const allSelected = selectionBox.select();
// 将所有被选择的物体的发光效果设置为白色
for (let i = 0; i < allSelected.length; i++) {
allSelected[i].material.emissive.set(0xffffff);
}
});
全部源码
js
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - box selection</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
background-color: #f0f0f0;
color: #000;
touch-action: none;
}
a {
color: #08e;
}
.selectBox {
border: 1px solid #55aaff;
background-color: rgba(75, 160, 255, 0.3);
position: fixed;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - box selection
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { SelectionBox } from 'three/addons/interactive/SelectionBox.js';
import { SelectionHelper } from 'three/addons/interactive/SelectionHelper.js';
let container, stats;
let camera, scene, renderer;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 500 );
camera.position.z = 50;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0f0 );
scene.add( new THREE.AmbientLight( 0xaaaaaa ) );
const light = new THREE.SpotLight( 0xffffff, 10000 );
light.position.set( 0, 25, 50 );
light.angle = Math.PI / 5;
light.castShadow = true;
light.shadow.camera.near = 10;
light.shadow.camera.far = 100;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
scene.add( light );
const geometry = new THREE.BoxGeometry();
for ( let i = 0; i < 200; i ++ ) {
const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
object.position.x = Math.random() * 80 - 40;
object.position.y = Math.random() * 45 - 25;
object.position.z = Math.random() * 45 - 25;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
object.scale.x = Math.random() * 2 + 1;
object.scale.y = Math.random() * 2 + 1;
object.scale.z = Math.random() * 2 + 1;
object.castShadow = true;
object.receiveShadow = true;
scene.add( object );
}
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
renderer.render( scene, camera );
}
const selectionBox = new SelectionBox( camera, scene );
const helper = new SelectionHelper( renderer, 'selectBox' );
document.addEventListener( 'pointerdown', function ( event ) {
for ( const item of selectionBox.collection ) {
item.material.emissive.set( 0x000000 );
}
selectionBox.startPoint.set(
( event.clientX / window.innerWidth ) * 2 - 1,
- ( event.clientY / window.innerHeight ) * 2 + 1,
0.5 );
} );
document.addEventListener( 'pointermove', function ( event ) {
if ( helper.isDown ) {
for ( let i = 0; i < selectionBox.collection.length; i ++ ) {
selectionBox.collection[ i ].material.emissive.set( 0x000000 );
}
selectionBox.endPoint.set(
( event.clientX / window.innerWidth ) * 2 - 1,
- ( event.clientY / window.innerHeight ) * 2 + 1,
0.5 );
const allSelected = selectionBox.select();
for ( let i = 0; i < allSelected.length; i ++ ) {
allSelected[ i ].material.emissive.set( 0xffffff );
}
}
} );
document.addEventListener( 'pointerup', function ( event ) {
selectionBox.endPoint.set(
( event.clientX / window.innerWidth ) * 2 - 1,
- ( event.clientY / window.innerHeight ) * 2 + 1,
0.5 );
const allSelected = selectionBox.select();
for ( let i = 0; i < allSelected.length; i ++ ) {
allSelected[ i ].material.emissive.set( 0xffffff );
}
} );
</script>
</body>
</html>